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Add a Lua function to check if actor's death is finished
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@ -80,7 +80,7 @@ message(STATUS "Configuring OpenMW...")
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set(OPENMW_VERSION_MAJOR 0)
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set(OPENMW_VERSION_MAJOR 0)
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set(OPENMW_VERSION_MINOR 49)
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set(OPENMW_VERSION_MINOR 49)
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set(OPENMW_VERSION_RELEASE 0)
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set(OPENMW_VERSION_RELEASE 0)
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set(OPENMW_LUA_API_REVISION 54)
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set(OPENMW_LUA_API_REVISION 55)
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set(OPENMW_POSTPROCESSING_API_REVISION 1)
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set(OPENMW_POSTPROCESSING_API_REVISION 1)
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set(OPENMW_VERSION_COMMITHASH "")
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set(OPENMW_VERSION_COMMITHASH "")
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@ -403,6 +403,11 @@ namespace MWLua
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return target.getClass().getCreatureStats(target).isDead();
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return target.getClass().getCreatureStats(target).isDead();
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};
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};
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actor["isDeathFinished"] = [](const Object& o) {
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const auto& target = o.ptr();
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return target.getClass().getCreatureStats(target).isDeathAnimationFinished();
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};
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actor["getEncumbrance"] = [](const Object& actor) -> float {
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actor["getEncumbrance"] = [](const Object& actor) -> float {
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const MWWorld::Ptr ptr = actor.ptr();
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const MWWorld::Ptr ptr = actor.ptr();
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return ptr.getClass().getEncumbrance(ptr);
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return ptr.getClass().getEncumbrance(ptr);
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@ -16,11 +16,17 @@
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-- @return #number
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-- @return #number
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---
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---
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-- Check if the given actor is dead.
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-- Check if the given actor is dead (health reached 0, so death process started).
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-- @function [parent=#Actor] isDead
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-- @function [parent=#Actor] isDead
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-- @param openmw.core#GameObject actor
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-- @param openmw.core#GameObject actor
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-- @return #boolean
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-- @return #boolean
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---
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-- Check if the given actor's death process is finished.
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-- @function [parent=#Actor] isDeathFinished
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-- @param openmw.core#GameObject actor
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-- @return #boolean
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---
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---
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-- Agent bounds to be used for pathfinding functions.
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-- Agent bounds to be used for pathfinding functions.
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-- @function [parent=#Actor] getPathfindingAgentBounds
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-- @function [parent=#Actor] getPathfindingAgentBounds
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